i think op wants the PoV to remain in the pilot's seat and not zoom up to a UI pannel, but that feature is already in the game.
use headlook instead of binding specific buttons for ui pannels if thats what you mean OP
i think op wants the PoV to remain in the pilot's seat and not zoom up to a UI pannel, but that feature is already in the game.
use headlook instead of binding specific buttons for ui pannels if thats what you mean OP
Au contraire - I think they mean the view you get when selecting the UI focus button (but before moving the hat to bring a panel into view) - where the eye-point seems to move backwards, bringing more of the HUD and cockpit into view.
In all fairness, there are a lot of "panel" specific settings.
They change how the panels “activate”, “focus” and “controlled”
Some settings steal the Pilots FOV and override certain control for control of that UI-panel, when "in focus"
There is a lot of
And then on top of all of this, you got VR, Head track and because of the different control schemes and overlaying game states.
There are some really weird states like the head look can activate UI-panel but which UI-panel is activated is independent of the headlock (because of the "cycle" keybind).
It is possible to get the UI-Panel activating by head-look, and UI-Panel has priority over controls but does not alter the Pilots FOV.
which can inconveniently override the intended settings the payer has chosen.
Can you point on the picture where elite dangerous settings hurt you?
HUD initiates by :
UI-FOV-prioritized[ True | False ]
UI-Control-prioritized[ True | False ]
Head-look-direction
key-bind UI-direction
key-bind UI-focus (toggle)
key-bind UI-focus-cycle
I think the op is asking for 2 separate FOV sliders
FOV slider for normal-pilot-FOV (the existing slider)
FOV slider for UI-Panel focus
There is a lot going on already to drill down on depth on how the pannels work.
Panel-Initialized.
Panel-Control-Prioritize.
Panel-FOV-Prioritize.
Panel-Deactivated.
I think the golden-locks-zone, is a free headlock, with a generic HUD keybind button activates the "direction-specific HUD panel".
Basically the HUD is then initialized visually but does not steal the UI-focus and does not override any controls (yet).
Another click of the same button brings you “into” the menu focusing FOV and control systems.